"How to do a WSS Campaign? Help please." Topic
9 Posts
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Last Hussar | 03 Nov 2013 8:59 a.m. PST |
Sunjester and I have done a number of campaigns in the past, varying from linked games to a proper move over the map. However I'm a bit stuck on designing a WSS one. I have resources – both a rather fine set of point to point maps of Europe for pre 20th Cent, and the Perfect Captain battlefield maps. I've got ideas for the march and the approach to battle. What I DON'T have is a way to reward winners/encourage preservation of troops (as opposed to 'It's 10 o'clock, might as well throw everything forward, no matter how stupid') I'm looking for general ideas – I can write once I know what I'm doing – but if you insist on knowing the rules will be Black Powder. |
genew49 | 03 Nov 2013 10:15 a.m. PST |
You may want to take a look at one of these from Charles Grant and Phil Olley, I believe they can help you with paragraph 3: RAID ON ST MICHEL:Five Table Top Teasers (5) connected scenarios for any 18th Century Rule system, though THE WARGAME and DIE KRIEGKUNST are recommended. An ideal addition to THE WARGAME COMPANION1 vol, 48 pgs 2008 UK, PARTIZAN PRESS and/or it's three companions The ANNEXATION OF CHIRAZ THE WOLFENBUTTEL WAR THE SIEGE OF LA CRENOIL |
Maddaz111 | 03 Nov 2013 10:36 a.m. PST |
The problem is that players always have a 20th century mind set, and seemingly whatever rules are used players end,up smashing two huge armies together. I'm never sure how to stop that happening whatever game is being played. You must have a good set of siege rules, and you must encourage players not to throw away their armies. We did fight a campaign once, that had me as the overall French commander, and during the second battle I destroyed all of my horse, wiping out all of the enemy mounted troops. We then used the handful of dragoons to force the enemy to quit the field. The next battle, had my mounted reserves, and all of my infantry driving into an allied army, without any mounted troops. They didn't move from prepared lines, and were attacked at three points, and unable to move. Four battles, and French total victory. |
AICUSV | 03 Nov 2013 10:43 a.m. PST |
At the start of a campaign each sides starts with units near full strength combat and force marches take its toll on those numbers. With the sides being able to rebuild units through purchasing power or "resting". Following combat it is assumed that some of the loses were light wounds or fellows on "French leave" who will return to the colors afterward the battle. So we have used a simple replacement ratio with the winner be able to recover a high percentage of loses than the looser. But both side will reflect loses in strength following a fight. |
Happy Little Trees | 03 Nov 2013 7:37 p.m. PST |
A simple method. After that battle figure out what % of each unit "survived". Roll against the percentage. Less than or equal--the unit returns for the next battle at full strength. More than--unit is out for next battle. (Or two battles--maybe even /odd to determine) More than double the percentage--Unit destroyed (or out 3/4 battles) Example. a 20 figure unit has 8 figs remaining at end of battle. So 40% Die roll of 0-40 unit returns next battle 41-80 out for next battle 81-00 Unit destroyed. |
mghFond | 04 Nov 2013 4:43 p.m. PST |
I like that idea, Happy Little Trees! |
Jeremy Sutcliffe | 05 Nov 2013 8:33 a.m. PST |
I'm currently running a seven player campaign with a 7YW twist using the campaign system from Warfare in the Age of Reason. I suspect it could easily be tweaked for the WSS. You would need to look at the map and perhaps design one that was more appropriate. |
Last Hussar | 05 Nov 2013 12:31 p.m. PST |
BP doesn't have casualties as such. Hits cause a form of Morale loss. When you get to 3 you are vulnerable to further hits. Morale test is 2d6 minus 1 for every morale point over 3. 8+ ok, 7 or less negative effects. 4 or less unit breaks. Morale over 3 is temporary, and removed after the morale test. Officers can rally the points down to a minimum of 1 |
Inventedregiment | 17 Nov 2013 7:39 a.m. PST |
Then say something like: - Shaken = 75% - Destroyed by fire or infantry = 50% - Destroyed by cavalry = 25% (because of the chasing down) With BP, you could tweak HLT's system a little further. For instance, if the unit misses a battle or two, consider removing any positive Morale-based special rules and swapping them for Freshly Raised. If it was forced to run away, give it Unreliable until it redeems itself. That's just what I would do, but I like to keep things simple. |
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